API documentation

Add reload item definition

Add unloaded item
This commit is contained in:
BrunoMine 2018-08-20 13:28:34 -03:00 committed by stujones11
parent 83c60c85ff
commit 79cfae5dad
2 changed files with 135 additions and 4 deletions

View file

@ -184,6 +184,13 @@ function shooter:register_weapon(name, def)
local shots = def.shots or 1
local wear = math.ceil(65534 / def.rounds)
local max_wear = (def.rounds - 1) * wear
-- Fix sounds table
def.sounds = def.sounds or {}
-- Default sounds
def.sounds.reload = def.sounds.reload or "shooter_reload"
def.sounds.fail_shot = def.sounds.fail_shot or "shooter_click"
-- Assert reload item
def.reload_item = def.reload_item or "shooter:ammo"
minetest.register_tool(name, {
description = def.description,
inventory_image = def.inventory_image,
@ -204,20 +211,54 @@ function shooter:register_weapon(name, def)
else
local inv = user:get_inventory()
if inv then
local stack = "shooter:ammo 1"
local stack = def.reload_item .. " 1"
if inv:contains_item("main", stack) then
minetest.sound_play("shooter_reload", {object=user})
minetest.sound_play((def.sounds.reload), {object=user})
inv:remove_item("main", stack)
if def.unloaded_item then
itemstack:replace(def.unloaded_item.name.." 1 1")
else
itemstack:replace(name.." 1 1")
end
else
minetest.sound_play((def.sounds.fail_shot), {object=user})
end
end
end
-- Replace to unloaded item
if def.unloaded_item and (itemstack:get_wear() + wear) > 65534 then
itemstack:set_name(def.unloaded_item.name)
end
return itemstack
end,
})
-- Register unloaded item tool
if def.unloaded_item then
local groups = {}
if def.unloaded_item.not_in_creative_inventory == true then
groups = {not_in_creative_inventory=1}
end
minetest.register_tool(def.unloaded_item.name, {
description = def.unloaded_item.description,
inventory_image = def.unloaded_item.inventory_image,
groups = groups,
on_use = function(itemstack, user, pointed_thing)
local inv = user:get_inventory()
if inv then
local stack = def.reload_item .. " 1"
if inv:contains_item("main", stack) then
minetest.sound_play((def.sounds.reload), {object=user})
inv:remove_item("main", stack)
itemstack:replace(name.." 1 1")
else
minetest.sound_play("shooter_click", {object=user})
end
minetest.sound_play((def.sounds.fail_shot), {object=user})
end
end
return itemstack
end,
})
end
end
function shooter:fire_weapon(user, pointed_thing, def)
if shooter.shots[def.name] then

90
shooter/doc/api.md Normal file
View file

@ -0,0 +1,90 @@
Shooter API Reference Alpha (DEV)
=================================
IMPORTANT: This WIP & unfinished file contains the definitions of current advanced_npc functions
(Some documentation is lacking, so please bear in mind that this WIP file is just to enhance it)
Summary
-------
* Introduction
* Register a Weapon
* Definition tables
Introduction
------------
An experimental first person shooter mod that uses simple vector mathematics
to produce an accurate and server-firendly method of hit detection.
By default this mod is configured to work only against other players in
multiplayer mode and against Simple Mobs [mobs] in singleplayer mode.
Default configuration can be customised by adding a shooter.conf file to
the mod's main directory, see shooter.conf.example for more details.
This is still very much a work in progress which I eventually plan to use
as the base for a 'Spades' style FPS game using the minetest engine.
Register a Weapon
-----------------
The API works with tools and items that represent a weapon,
then you should register the weapon and another support items (like ammo).
### Methods
* `shooter:register_weapon(weapon_name, {Weapon Definitions})`: Register a weapon item
`weapon_name` is the itemstring for a tool to be registered
Global Tables
-------------
* `shooter.registered_weapons`: Registered weapons by itemstring
Definition tables
-----------------
### Weapon Definitions (`shooter:register_weapon`)
{
description = "Rifle", -- Weapon description name
inventory_image = "guns_rifle.png", -- Inventory imagem for the weapon item
rounds = 100, --[[ Amount of shots
^ Refilled only by the defined reload item ]]
reload_item = "itemstring", --[[ Reload Item
^ If omitted, "shooter:ammo" is used ]]
unloaded_item = { -- OPTIONAL | Item to be registered for unloaded weapon item
name = "itemstring", -- Itemstring to be registered
description = "Rifle (Unloaded)", -- Weapon description name
inventory_image = "guns_rifle_unloaded.png", -- Inventory imagem for the unloaded weapon item
not_in_creative_inventory = true, -- OPTIONAL | If true, does not display unloaded item in creative inventory
},
spec = { -- Weapon Aspects
range = 200, -- Range (in blocks) of shot
tool_caps = { -- Tool capabilities for registered item tool
full_punch_interval = 1.0,
damage_groups={fleshy=3}
},
groups = { -- Projectile destruction force
snappy=3,
crumbly=3,
choppy=3,
fleshy=2,
oddly_breakable_by_hand=2
},
sounds = { -- Sound files
shot = "guns_rifle", -- When weapon shoots (if omitted, "guns_rifle" is used)
reload = "shooter_reload", -- When reload weapon (if omitted, "shooter_reload" is used)
fail_shot = "shooter_click", -- When the weapon fail by unloaded (if omitted, "shooter_click" is used)
},
particle = "shooter_bullet.png", -- Particle texture file name for projectile
},
}